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Author Topic: The Features I Think The Outerra Engine Should Have  (Read 6520 times)

Jonathan

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The Features I Think The Outerra Engine Should Have
« on: April 07, 2013, 06:43:01 am »

WORLD
No blur of scenery in the distance at high altitudes

Environment ground textures need to be optimized when you are at altitude, right now it looks like the ground textures are jagged when you psoition the engine camera just a few feet in the air

Variations of colored grass due to sunburn

3D HD vegetation like trees & shrubs with color variations

Optional vehicle traffic on the roads

Show powerlines,street lights & road signs

HD dynamic lighting

Correct water reflections of the earth environment

Realistic water wave movements

Water color variations such as rivers would be brown murky color,lakes would be a dark blue, & tropical areas such as the great barrier reef will have coral reflections in the water

Correct rain water accumulation which forms puddles over time & turns dirt into mud

Rain should have proper shine/reflective effect on objects

Proper rain water droplet collision with objects

HD 3D clouds

Accurate building and vegetation placement

Various weathered Concrete,Cement & Asphalt color variations

Real world time tracking

Have the option for "Real World Weather"

Customize your own weather systems

MOVING OBJECT IMPROVEMENTS
Reflective texture materials should be added to various Aircraft,Vehicles,Boats etc.

When in cockpit view of any aircraft show scratches,smudges & markings on the windshields & side windows

« Last Edit: April 07, 2013, 11:18:54 am by ZeosPantera »
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GHAO

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Re: The Features I Think The Outerra Engine Should Have
« Reply #1 on: April 07, 2013, 02:31:20 pm »

Most of these are moddable (like anything to do with textures, or object placement (you play FSX by chance?)), so will be done eventually by someone. If I ever learn how to, I would love to get started on asphalt and concrete variations. Kelvin is doing great work on different ground textures (summer textures give a more burnt look I think, available... somewhere.) and biomes, and I guess water textures will be covered similarly (with coral etc, you mean like REX has tropical water textures?).
Accuracy in physics is being looked at, and when we get weather, raindrops should collide properly, and dirt turning into mud is definitely in the pipeline. I agree with your 'wear-and-tear'ed textures, particularly with FSX everything looks brand-new, whereas every vehicle (not just planes) is never like that.
There is a 'make shiny' function somewhere in the files for the materials, it's part of making a chrome look.
Traffic and weather may well be third-party. I don't program so I don't know if doing it for free is easy or not :P
Anything I haven't covered will eventually be included (I guess). Or, I hope so!
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Jonathan

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Re: The Features I Think The Outerra Engine Should Have
« Reply #2 on: April 07, 2013, 11:19:05 pm »

Hello GHAO,
Regarding your question of me playing FSX & yes I played FSX for awhile then switched the X-Plane because of the more realistic "Blade Element Theory" & the "No Blur" distance textures. Another question you asked regarding water & coral effects with REX, yes that is what I mean.
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